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Category: Student projects

CreativeCodingClub#1

In april AIRLab hosted the very first Creative Coding Club! Creative Coding Club is a workshop aimed at establishing an informal coding-events for students all across ITU. For this initial soft launch of CCC, we invited students to design an Album Artwork in Processing. The workshop was kicked off with a general introduction to Processing and generative art, before we initiated a lot of sketching and coding. Collaboration between students let to a lot of original and icon album artwork! Check out our Instagram-Profile for more!    

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LY

LY is a reimagining of our relationship with nature and is the result of a redesign process which started as a critique of the app SHELTER. The app represents an ontological view of nature which sees humans and nature as two separates. This project challenges this view and creates a more sensory and emotional nature experience, grounded in a holistic nature-human ontology. LY is a sensory experience that lets you interact with a nature soundscape through touch-based interactions. The physical installation consists of carefully selected nature elements which is combined to create a wall mounted panel that connote nature. When you put on the attached noise cancelling…

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Modelling fear in players for an AI-driven horror game

As part of an individual specialization, I am working on an individual project in collaboration with the graduation project of one of the "Animation Director"-students at the Danish Filmschool. The project at the Filmschool spans two semesters (Fall 2021 and Spring 2022), and is an AI-driven horror game with a heavy emphasis on narrative and empathy. The game is named "Church in the Wild", themed around a nightmarish virtual reality controlled by an Artificial Intelligence, and developed in Unreal Engine 4 for the PC. The project at the Filmschool is a collaboration between students from the Filmschool, several differnet Universities, and other higher educations, where…

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A Sense of Direction

  This explorative project examines the unique capabilities of haptics for personal mobility purposes by examining current issues with pedestrian navigation. A research through design methodology was adopted, using sketching and prototyping practices in the design of a haptic wrist-worn display, able to express spatial directional guidance through vibrotactile stimuli. The final prototype is user-tested, and the process findings are discussed. It is argued that the designed interaction presents an alternative approach to turn-by-turn navigation, although more research is needed in this area. PROJECT MEMBER Gabriel Frederik Brodersen  

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The Sensory Garden

The Sensory Garden was designed in collaboration with Bioteket Nørrebro; a volunteer-based green culture hub for sustainability that accommodates the growth of plants, music, art, social events and sustainable ideas. The goal was to make the space outside Bioteket more inviting while creating awareness about Bioteket among locals by enticing them to participate in a playful activity in green surroundings. The final design is a plant bed placed outside Bioteket with a screen hanging above it. The screen invites passers-by to interact with the plants by touching them. Touch is registered by the MPR121 capacitance sensor which activates sound and the screen to display information about…

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Experiencing Soundscapes with Sonic Zoom

The project explores how visitors of green urban areas experience soundscapes through sonic interactiondesign. The empirical foundation for the project consists of two encounters with visitors in Byhaven - a small urban garden situated on Amager close to ITU. The project revolves around Sonic Zoom; a sonic interaction design artefact created by AIRLab. Sonic Zoom allows the user to zoom in on sounds in an environment by interacting with four wheels that control volume of sound. Sonic Zoom was fitted with four sounds. By wearing wireless headphones, the visitors were enabled to create a personal soundscape that enables different auditive experiences of the environment. Analysis…

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Join Senses

Are paintings reserved for the seeing, and are aesthetic experiences primarily visual? We propose the prototype Join Senses that translates colors to sound and explores blind and visually impaired people’s challenges and experiences. Join Senses translates a painting’s colors to sound by applying the notion of crossing modalities. The theory for crossing modalities, in this case the visual and auditory, is that of artificial synesthesia, which literally means the joining of senses. Colors can be translated to sound, as there is a logical correlation and as they both have frequencies and are measured in Hertz. The translation of colors to sound in Join Senses is…

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How can technology accommodate people feeling lonely

  As the world becomes more digitized, more people experience feeling lonely. Especially the younger generation is a victim of loneliness, and there is a need for this to be articulated. This Master’s thesis is an in-depth study on how the utilization of technology can help people feel less lonely.  Through this examination, the study illustrates that loneliness is manifold, and can be divided into loneliness as a state and loneliness as a feeling, also known as solitude. The study is focused on loneliness as a feeling, and through the use of cultural probes it investigates how people feel and process solitude in order to…

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Human Instruments

  An interactive, playful installation which uses sounds and computer vision to affect a crowd. The installation is designed to take over a public square by appropriating and disrupting its use, thereby making people reflect on their behaviour.     PROJECT MEMBERSOxana Jonsman, Mike Kalsig. COURSEPlayable Media (Games, 2nd semester)

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Awkward Algorithms

With the advent of emotion recognition in consumer products, technology is set to play a more intimate role in people’s lives – but understanding the possible implications is not easily achieved through traditional methods of inquiry. This thesis project builds upon the framework of reflective design, which prescribes a socially responsible technology practice, and presents awkwardness as a strategy to spur necessary critical reflection on part of both developers and users. In a research through design process, the concept is underpinned by the development of a speculative voice assistant prototype, Frank, who is deployed for two weeks in three different domestic environments. Frank is based…

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IoT Research Platform

My project is about how it is possible to instrument common everyday environments to support physical rehabilitation through daily activities. My project specifically centers around the instrumentation of a staircase. I have in my project developed an IoT Research Platform which is able to instrument a staircase with mats to support knee rehabilitation. The IoT Research Platform consist of several physical and software components; Raspberry Pi Zero W, Node-Red, IBM Cloud and Firebase. The IoT Research Platform can be used to further advance research surrounding the topic of instrumentation of everyday environment to support physical rehabilitation. PROJECT MEMBERS Rasmus Hans Christensen    

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Literary text adaptation for VR

The purpose of the project was to investigate how to create a literary text adaptation for the virtual reality medium while being able to communicate the narrative and elicit an emotional response. As a part of the research, a VR adaptation prototype of The Little Match Girl fairytale by H.C. Andersen was created. One of the main challenges was to translate information given in a form of a written text into VR while engaging expressive tools that VR possesses. PROJECT MEMBERS Jennifer Randazzo, Anna Porofijeva.

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